Some ideas:1. I would use a straight movement from left to right and viceversa, instead. You can use some event to restart the movement when an obstacle is reached.2. I think that setting the enemy traversable could fix the problem.

Thanks! I'm not planning on licensing all the graphics, but I am going to release quite a few after I release the game.

Actually, this terminology is wrong. All works have a license, even when you don't choose it (laws nonsensical stuff). The correct is to say that you are not planning to license all as free (as in freedom), but only some of them (the rest would have a non-free license chosen by Max).

This allows you to initialize as many variables as you want from the Editor (or from the scripts), and get or modify their values in your scripts with the corresponding getter/setter functions, all in a very clean way. Customization is the future!

As far as I know, requires are usually written at the top of your script, and I recommend to do so (so that others can see the dependencies and avoid errors if some required file is missing). Think on them as "imports", since they are just that.

Have you played Survival Kids from the gbc? (Gameplay here: https://www.youtube.com/watch?v=eQet3NwtHO4) I played it a little bit and I believe this game might have taken some inspiration from there too, or at least it has some things in common. I never finished it because it was too hard for a casual player like me, though. If you haven't played it, I recommend you to take it a look at it for inspiration and good ideas in your game.

if entity:get_type()=="custom_entity"and entity:get_model()=="trash"then

-- blablabla cats meow meow!

end

end

Always put the stronger condition in the outer built-in iterator, because that one is optimized. (For instance, getting first the custom entities and later the "rectangle overlapping" condition would be slightly slower). In this case you cannot do it with only 1 loop (you need to filter with "if" conditions).